The Video Game Critic's
Wii Reviews A-F

Last modified 2010/1/12. Screen shots courtesy of IGN.com.

The Video Game Critic rates games in comparison to other games for the same system.
The overriding criteria is how fun the game is to play, although control, graphics, and sound are also taken into account.

Bigs, The
Grade: D-
Publisher: 2K Sports (2007)
Reviewed: 2007/7/22
Rating: Everyone

This arcade-style baseball title feels like an Xbox 360 port with motion controls awkwardly "grafted" on top of it. Consequentially, the Bigs for the Wii may be the least intuitive baseball game ever conceived. If there's any doubt, just have a few friends who've never played the game before attempt the tutorial mode. Watch the hilarity ensue as they flail their arms in frustration, resorting to crazy "back-scratching" and "pancake flipping" movements in their desperate attempts to grasp the controls. I actually had tears running down my face! Yeah, The Bigs for the Wii is a real trainwreck. To pitch, you hold the Wi-mote in a neutral position, and then drop it down while contorting your wrist in an unnatural manner. Oh yeah, that's how people throw in real life! Swinging the bat uses a more natural motion, but with the nun-chuck attached it's very awkward. In addition, there's a noticeable lag you need to compensate for, and you can't check your swing! Even when you get the hang of pitching and hitting, the fielding is atrocious. Infielders let balls roll right by, and outfielders slide in the grass for no discernable reason. Throwing the ball between bases is the worst of all. The manual says to flick the controller towards the base, but it might as well say "Good luck, you [expletive] bastard!" Thank God there's a secret, undocumented way of throwing the ball - just press the directional pad! Knowing this tidbit of information makes the game immensely more playable. As bad as the controls are, the Bigs has its share of amusing moments. Using a power-up causes the entire screen to turn blue, prompting my friend Jonathan to inquire, "When did the Predator become a catcher?!" When both teams use power-ups at once, a "duel mode" kicks in, zooming in on the eyes of the batter and pitcher in an unintentionally hilarious manner. But the ultimate highlight of the game is its home-plate collisions, during which both players perform drum-roll motions to give their player the upper hand (that makes sense!). The graphics are modest at best. The stadiums look jaggy, and the non-blinking, expressionless players look like zombies. Once we grasped the controls, my friend Steve and I had some fun with The Bigs, but I don't know if it had more to do with the gameplay or the sheer absurdity of it all. There's a fun, arcade-style game buried here somewhere, but good luck finding it under the smoldering mass of misguided controls and last-generation graphics. © Copyright 2007 The Video Game Critic.
Check for Bigs on eBayAmazon
1 or 2 players 

BlastWorks: Build, Trade, Destroy
Grade: D
Publisher: Majesco (2008)
Reviewed: 2008/8/15
Rating: Everyone

Its minimal graphics and 2D gameplay may hint at old-school goodness, but BlastWorks is not very good. At the start, you control a biplane unleashing an unending stream of square missiles. Moving up and down has a "spraying" effect, allowing you to hit targets you're not lined up with. But what really makes BlastWorks unique is how defeated enemies go spinning into the air and tend to latch onto your ship. Once attached, they behave like both shields and secondary cannons. It doesn't take long to transform your modest plane into a mechanical monstrosity that takes up the whole screen! In that form, you'll be firing missiles every which way, but you can't avoid objects entering from the right. It's a shame the camera doesn't zoom out at this point. What ends up happening is that pieces continuously break off as new ones latch on. It's pretty cool at first, but once the novelty wears off, you're left with little strategy and plenty of chaos. Be sure to crank up the difficulty to at least "pilot" (if not "ace") or you'll find yourself racking up 17 extra ships on top of your six continues! As you might imagine, the two-player simultaneous mode is crazy, since you can't tell where one player begins and the other ends! Despite its novel premise, the visuals are terribly bland. Not only does the game toss the same old enemies at you over and over again, but the landscapes are incredibly uninspired - almost barren. Apparently the developers put more effort into the editors that let you design your own ships and stages, but I really don't see the point. Hollow and unfulfilling, BlastWorks is less of a blast and more of a bust. © Copyright 2008 The Video Game Critic.
1 or 2 players 

Boom Blox
Grade: A-
Publisher: Electronic Arts (2008)
Reviewed: 2008/8/15
Rating: Everyone

This innovative title was designed by Steven Spielberg, and I have to admit it's absolutely ingenious. Boom Blox is best described in three words: "Jenga in reverse". Each screen consists of one or more structures composed of blocks. But instead of gently removing blocks, you toss balls at the structure in an attempt to knock away blocks, or better yet, destabilize the whole pile. Especially if you're a guy, the idea of knocking down large stacks of anything has a certain primeval appeal - it's the essence of fun! Boom Blox sidesteps being judged on its graphics by adopting a simplistic, cartoonish style. To throw, you lock onto your target (via the pointer), and then hurl the ball with a throwing motion. Spicing up the action are special blocks that can explode, vanish, or set off chain reactions. There are dozens of intriguing game variations, including some with point values printed on the side of each block. Boom Blox is absolutely gangbusters when played against one or more friends. As you take turns targeting the teetering structure, there's a sense of excitement, strategy, and anticipation. The suspense really builds as you hope the player before you doesn't notice the devastating shot you've lined up in your mind. You may have a sore arm the next day, but you'll still want a rematch. My friends gave Boom Blox a solid "A" for the multiplayer action, but I found the single player modes less compelling. These offer a more puzzle-oriented experience as you try to take down structures in the fewest possible throws. It's only mildly addicting, and the "goodies" you unlock are mainly just items for use in the "create mode". The create mode is a powerful editor that lets you construct your own stages, but most gamers will only tinker with it briefly. Solo play doesn't do this game justice, but if you have one or more friends on hand, Boom Blox may be the ultimate Wii experience. © Copyright 2008 The Video Game Critic.
1 to 4 players 

Boom Blox: Bash Party
Grade: D
Publisher: Electronics Arts (2009)
Reviewed: 2010/1/12
Rating: Everyone

This lackluster sequel may as well be named Boom Bust. In the original game, players took turns throwing balls at stacks of blocks, and its sheer simplicity made Boom Blox a joy to play. Bash Party tries to pull the franchise in several new directions at once, but its new layers of complexity undermine the spirit of the game. Bash Party offers a wider variety of challenges including targeting blocks of your color only or knocking small blue gems off larger structures. In addition to throwing, some stages let you use slingshots and cannons. New block types include "virus blox" and "change blox", and diverse scenery ranges from under the sea to outer space. This is a blatant case of more being less. When playing with friends, we would select a random stage only to find ourselves dazed and confused. Unlike the first Boom Blox, you can't just look at the screen and instantly know what to do. The objectives are often nebulous and the stage designs are boring. Heck, I couldn't even get psyched up about the pirate stages! Lacking the pick-up-and-play quality of its predecessor, Bash Party is the ultimate party killer. The best thing about this sequel is the renewed appreciation it gives you for the original Boom Blox. © Copyright 2010 The Video Game Critic.
1 to 4 players 

Bully Scholarship Edition
Grade: B-
Publisher: Rockstar (2008)
Reviewed: 2008/3/24
Rating: Teen

After playing the Xbox 360 version of Bully Scholarship Edition, this Wii version was exactly what I expected with its downgraded graphics but interesting use of motion controls. If you can imagine a Grand Theft Auto game within the confines of a high school environment, you'll know what to expect from Bully. Assuming the role of "the new kid", you freely explore a private campus while accepting "missions" and attending classes. You'll play pranks, escort nerds to their lockers, steal papers from teachers' desks, humiliate the bullies, and kiss the girls. The classes assume the form of surprisingly enjoyable mini-games, including word puzzles (English), rhythm games (Music), and a frog dissection that makes good use the Wii pointer (Biology). The motion controls also come in handy for aiming a slingshot or shaking loose from a disciplinarian. The Wii-mote and nun-chuck are used to punch with each hand, but the loose controls can be a liability when you're required to execute well-timed combinations. Bully's graphics appear to be about Xbox quality. The people look chunkier than the smooth 360 models, and lousy shadowing makes the lead character look like he has a bloody nose. The environments are still fascinating however, although "fog" tends to obscure buildings in the distance. Does the graphic degradation hurt the gameplay? A little bit, especially considering how much time you spend simply exploring the sprawling campus. Bully's storyline is conveyed via excellent cut-scenes that incorporate realistic high school humor with excellent voice acting. Likewise the playful music perfectly matches the juvenile tone of the game. Bully has a ton of brief load screens, but these aren't nearly as colorful as those on the 360, and I've never heard my Wii thrash so much. The two-player mini-games might seem like an afterthought, but if you give them a chance you'll have a ball! At its core, Bully is just as playable on the Wii, but I'd have to give a slight edge to the 360 version for aesthetic reasons. © Copyright 2008 The Video Game Critic.
1 or 2 players 

Carnival Games
Grade: B
Publisher: GS Software (2007)
Reviewed: 2007/9/14
Rating: Everyone

The Wii needs mini-games like Sony needs bad press, but it's hard to dislike Carnival Games. I was expecting a collection of generic target shooters, but these are faithful recreations of authentic carnival games! Many bring back fond childhood memories of the boardwalk in Ocean City, Maryland. There are 25 games available from the start, and many more that can be unlocked. Most are simple and fun, incorporating natural motion controls and realistic physics (too real if you ask my friend Scott!). The best of the bunch are Alley Ball (aka Skeet Ball), Hoops (basketball), Ka-pow (throw at clown faces), Frog Leap, Balloon Darts, Nerves of Steel, Shooting Gallery, Horse Race, Hole In One, and Shoot for the Stars (BB gun!). The motion controls in Balloon Darts and Nerves of Steel are remarkably sensitive and precise. Less fun are the games that require you to shake the controller to power up some kind of gauge - that's too much work! Games that fall into this category are Test Your Strength, Clown Splash, and Bowler Coaster. Dunk tank and spilled milk are a bit too simplistic, and I wish the football-throwing games used real throwing motions. Collection Plate, Ring Toss, and Lucky Cups depend more on luck than skill, but even these are fun when taken in small doses. The "competition mode" lets up to four people compete in five random games, several of which offer split-screen action. Even the single-player mode is engaging thanks to the innovative "prize" system that lets you "trade up" your winnings to unlock new games and other surprises. No game takes more than a minute or two to play, but if you play the entire circuit, it's easy to spend and hour or more playing Carnival Games. Don't expect much from the graphics and audio though. The "barkers" running each game have non-moving lips, and the scenery lacks detail. The audio is equally sparse, limited to traditional carnival music and quips from bystanders. One thing that I don't understand is why you're required to create your own little character from the start instead of using your Mii. Isn't that the whole purpose of the Mii system?? Even so, Carnival Games is a pleasant surprise which should appeal to gamers of all ages. © Copyright 2007 The Video Game Critic.
1 to 4 players 

Carnival Games Mini Golf
Grade: D
Publisher: Take-Two Interactive (2008)
Reviewed: 2008/11/19
Rating: Everyone

A few months ago I reviewed a mediocre game called Summer Sports: Paradise Island. Although marred by poor controls, Summer Sports featured elaborate mini-golf holes which I thought would be a great premise for a full-blown game. I was pleasantly surprised to discover Carnival Games Mini Golf, especially since I enjoyed the original Carnival Games so much. Unfortunately, this project was badly mishandled. Instead of a straightforward game of miniature golf with a variety of fun courses, Mini Golf goes off the deep end with annoying gimmicks. There are great themes like pirates, the wild west, the Amazon jungle, and a fairy tale land, but each area only has three holes! Worse yet, two of those holes are trick holes designed to be made in a single shot! Even the one "normal" hole in each area is extremely automated, so the ball is frequently transported via a bunch of bizarre contraptions. You're often required to play mediocre mini-games that include guiding a pterodactyl through a volcano, catching eggs in a basket, or firing a cannon at pirate ships. This is supposed to be golf, right? The mini-games make good use of motion controls but run too long and aren't much fun. Even Mini Golf's putting controls are marginal. Although you swing the controller as you would an actual putter, gauging your strength is hard. The audio track features that annoying "barker" from the original Carnival Games, and he comments on every shot whether it's warranted or not. Carnival Games Mini Golf held my attention for a while, but only because I was determined to unlock the Spook-A-Rama location. But once you unlock everything there's little replay value, and competing against friends is just a miserable experience. Had Mini Golf offered traditional 18-hole mini-golf courses, this would have been a slam-dunk best seller. Take-Two really missed the boat with this one. © Copyright 2008 The Video Game Critic.
1 to 4 players 

Castle of Shikigami III
Grade: C
Publisher: Aksys (2008)
Reviewed: 2008/6/14
Rating: Teen (mild fantasy violence, mild language, sexual themes, use of alcohol and tobacco)

I tend to enjoy crazy 2D shooters like this, but Castle of Shikigami III (CS3) may be too over-the-top for casual gamers. If you've never played a Shikigami game before, this one won't make any sense. If you have played one, it won't make sense either, but at least you'll be expecting it not to make sense. Does that make any sense? You can download classic 2D shooters that are far better, but it's still nice to have an off-line option like this. Having played the last two Shikigami games on my PS2, I was mentally prepared for its boss-centric stages, goofy intermissions, and projectile overkill. I find it amusing when critics describe CS3's dialogue as "insane", because it's downright sensible compared to the previous games! When a boss asks "Wait a minute, isn't this the one-player mode? Why are there two of you here?" - hey, at least it's in proper English! The gameplay is unchanged from previous games, but since nobody played those, I'll describe it. You guide a flying person around the lower part of a narrow screen, firing at enemies that emerge from the top and unleash barrages of missiles. You can tap the fire button to engage your cannon, or hold it in to initiate a more concentrated special attack (at the cost of slower movement). Bombs are also available in limited supply. The game's trademark "tension system" increases your firepower when you narrowly miss getting hit, effectively making the crazy parts of the game even crazier. As a mindless shooter, the game is fun, and since there's no motion control, you can hold the controller "NES style". I like how two players can blast away at once, sharing a combined score. The background graphics depict scenic canyons and castles, but there's nothing here that will turn any heads. It's a shame there's no stage select, because I got tired of working my way through the same stages and bosses. Your adversaries tend to be floating mechanical contraptions (are those trash cans?), and bosses tend to be humans with shields who like to engage in preposterous conversations. Each of the eleven playable characters has a unique set of imaginative weapons. The game records high scores, but only if you set your auto-save to "on" and don't use a continue. The high scores are organized by character and weapon, but I would have preferred a single table. Also, without so much space on the screen, couldn't they keep the high score up there while you're playing? Castle of Shikigami 3 is decent option if you're in the mood for some twitch shooting action, but I'd prefer to see a more "back to the basics" 2D shooting title for the Wii. © Copyright 2008 The Video Game Critic.
1 or 2 players 

Castlevania Judgement
Grade: F
Publisher: Konami (2008)
Reviewed: 2009/1/8
Rating: Teen (suggestive themes, violence)

The idea of a Castlevania fighter for the Wii seemed ill-advised to say the least, but I figured Konami had a few tricks up their sleeve. Unfortunately, this game is every bit as bad as everybody thought it would be! Castlevania Judgement substitutes the button mashing you normally associate with fighting games with non-stop controller shaking! Almost every attack requires you to shake the controller. A standard combo is "shake shake shake shake" - seriously! The directional combo is "direction + shake shake shake" and the jumping combo is "C + shake shake shake". If you haven't rolled your eyes yet, now would be a good time. This non-stop shaking is hell on the wrist, and within a half hour I found myself in excruciating pain! The thumbstick gives you freedom of movement, but it's hard to line up your attacks, and too often you'll execute a chain of moves at thin air. There are icons on the battlefield, but these just cheapen things further. In terms of graphics, Judgement looks like a low-budget affair with PS2-grade visuals and unspectacular scenery. There's an impressive iron wolfman and a few bountiful chicks, but most of the dudes are hard to tell apart in the heat of battle. That's partially because everyone is surrounded by an unsightly, pixilated glow. Some of the bosses are so tall that their heads are cut off by the top of the screen! The swinging camera makes it hard to follow the action, so when you see "KO", there's usually some doubt as to whether you won or not. The heroic soundtrack reminded me of Soul Calibur, but the voice samples are so repetitive that it's comical. You'll hear the same shouts ("Take this!" and "It's futile!") over and over during the course of a match. Thank goodness each match only lasts one round. I suspect Judgement will be a collector's item one day, because I can't see many people wanting to buy this throwaway title. © Copyright 2009 The Video Game Critic.
1 or 2 players 

Code Lyoko: Quest For Infinity
Grade: D+
Publisher: Game Factory (2007)
Reviewed: 2007/12/23
Rating: Everyone

Code Lyoko is a French animated television series about four kids who embark on "virtual" adventures via a super computer. It's like a kid version of the Matrix, but much lighter. I had never even heard of the show before playing this game, but it didn't take me long to become comfortable with the premise and characters. Code Lyoko is mainly a platform shooter set in a series of blocky environments. You can toggle between four characters using the directional pad, and each has unique abilities required to solve puzzles and defeat foes. The cat-like Odd is an agile dude with the ability to climb. Yumi can target multiple foes at a time with her awesome fan weapon. Aelita can fly, and Ulrich wields a powerful sword. Unimpressive enemies materialize out of nowhere including a hodgepodge of crab, block, and insect-like monsters. You can "aim" your shots by pointing at the screen, and this would have been a notable feature if Mario Galaxy hadn't already stolen its thunder. You shake the Wi-mote to swing Ulrich's sword, but other motion-based moves, like wall jumping, are more confusing than intuitive. There's apparently no camera control, which is aggravating when something is shooting at you from off the screen. Code Lyoko's stages have a lot of generic floating platforms, but at least the jumping controls are responsive and forgiving. The puzzles tend to adopt the basic "shoot the target to open a portal" formula. Lyoko's difficulty is on the easy side, and most stages are short. Breaking up the monotony are flying stages that let you lock onto enemy aircraft with your missiles. Lyoko's cut-scenes are brief and seamlessly integrated with the action. My main beef with the game is its sparse, blocky environments. Although some have a pleasant surreal quality, they ultimately prove to be boring and monotonous - especially when you need to return to a previously completed stage! The bleak electronic soundtrack does however fit right in with the sterile visuals. Code Lyoko tosses around a heck of a lot of technical jargon like sectors, encrypted files, coordinates, and super-calculators. Are kids really into this stuff? Overall Code Lyoko is playable but rarely compelling and ultimately forgettable. If you're a fan of the series however, feel free to bump up the grade by one letter. © Copyright 2007 The Video Game Critic.
1 player 

Dead Space: Extraction
Grade: A
Publisher: Electronic Arts (2009)
Reviewed: 2009/11/29
Rating: Mature (blood and gore, intense violence, strong language)

Gamers expecting this to be a second-rate knock off of Dead Space (PS3, 2009) are in for a surprise. Dead Space: Extraction blurs the line between light-gun and first-person shooting action, delivering the best of both worlds. Much like the original game, Extraction is a terrifying space adventure where you escort a group of people out of a colony infested with gruesome aliens. The twisted creatures move in a freaky manner and lash out with their extended limbs. The game's dark tone is not something you expect on the Wii, with extreme gore and strong profanity. The graphics are hands-down the best I've seen on the system, and the art direction is sensational. The fog effects, lighting, and dramatic camera angles immerse you in a space station that feels as though it's coming apart at the seams. Your path is mostly predetermined, but it's a wild ride. The cinematic cut-scenes are seamlessly intertwined with the action, and the character models are exceptional - especially with regard to their facial expressions. There's some occasional "down time" during scenes with heavy dialogue, but even then you can scout around for hidden items, which are easily snagged by pointing and pressing the A button. Extraction might not be as scary or intense as the PS3 game, but it's faster and less tedious. Even the zero-gravity areas that were such a bust on the PS3 game are entertaining here. The Wii-mote provides excellent aiming control, and twisting your wrist puts your weapon into its secondary mode. The flamethrower is money at close range, but few things are more satisfying than slicing through several aliens in a row with a "blade" from your line gun. Dismembering aliens is the name of the game, and it's a welcome change from other shooters that focus on headshots. Extraction employs a Gears of War-style reload mechanism that lets you reload quickly if your timing is right. Periodically things will settle down so you can solve a puzzle, select a path, or search for items. The connect-the-circuit mini-games make perfect use of the Wii pointer, and they are as fun as they are ingenious. Shaking the nun-chuck is used to initiate melee, and shaking the Wii-mote lights your "glow stick". Your performance is rated after each chapter of the story, and a score-based challenge mode adds replay value. There are even digital "comics" you can unlock which fill in the background story. I was skeptical about Dead Space Extraction, but the more I played it, the more impressed I became. As a software developer, I really have to hand it to the team responsible for this. If you're an adult looking for an intense, high-quality shooter for your Wii, look no further. © Copyright 2009 The Video Game Critic.
1 player 

Disney Sing It: High School Musical 3
Grade: B
Publisher: Disney (2009)
Reviewed: 2009/2/28
Rating: Everyone

Most critics wouldn't touch this game with a ten-foot pole. Cowards! The VGC says, "Bring it on!" This second edition of Disney's Sing It line of karaoke games takes advantage of the unbridled popularity of the High School Musical series. The game is quite engaging thanks to its slick production values and upbeat pop tunes. There's no sappy love songs or cheesy showtunes to slog through, just a bunch of high-energy dance numbers. A microphone is included, and its USB plug had me asking, "Where do I plug this thing in?" I soon realized there were USB ports on the back of the Wii! Who knew? High School Musical 3 offers 25 songs that span all three High School Musicals. Upon selecting a song, you can select a part to sing (either side of the duet, or both) and your skill level. As a music video plays on the screen, words are displayed across the bottom along with a moving pitch indicator. It's not necessary to sing the exact words, so you can just hum along if you'd like. Staying on pitch is not easy, but if you can hold the tune for long enough, a multiplier kicks in. High scores are saved in a table along with the player's name. Although mainly targeted to teenagers, these High School Musicals are appealing to a much wider audience. My niece and nephew love this, and they're both under the age of 7! I have no idea who's pumping out all of these catchy songs, but they're quite good and have a way of getting under your skin. Their non-objectionable lyrics include such thought-provoking lines as "You are the music in me", "Bop to the top - don't ever stop", and "What time is it? Summertime!" These kids have a lot of spirit. Whether they're dining in the cafeteria, practicing basketball, or working at a fast food joint, life is just one non-stop party. It's been a while since I've been in high school, but I don't recall too many dance numbers breaking out in study hall. Karaoke games like this don't appeal to everyone, but it's really hard to dislike this one. Bump the grade up by a letter if you're a High School Musical fanatic. © Copyright 2009 The Video Game Critic.
1 or 2 players 

Dream Pinball
Grade: C+
Publisher: Southpeak (2008)
Reviewed: 2009/6/16
Rating: Everyone

Dream Pinball was a pleasant surprise on my Nintendo DS, but my standards for the Wii are a little higher. This collection features six fictional pinball tables with intriguing themes like medieval times, monsters, dinosaurs, aquatic life, and cars. I still can't figure out what the hell that "Amber Moon" table is supposed to be. Although generally realistic in their layouts, the tables go a little overboard with the flippers, with some sporting as many as six! The motion controls work very well. It took me a while to figure out you have to hold A and pull back to activate the plunger, but my friends picked up on this right away. Using the triggers of the Wii-mote and nun-chuck allows for intuitive flipper control, and you simply shake the controllers to nudge the table. I was hoping the larger screen would reveal a lot of interesting table details over the DS version, but that's not really the case. The shiny metal rails stand out more, but the artwork is minimal and the targets are indistinct. Still, tables with multiple layers (like Amber Moon) are definitely easier to play on the larger screen, especially when a multi-ball kicks in. Dream Pinball is generally fun but it has some quirks that got on my nerves. Whenever you hit a target, a red substance "splatters" on the board, and while I suspect this was meant to add a little pizzazz, it just looks ugly. I also find it odd how the balls count down instead of up, so your last ball is referred to as "ball 1". In terms of audio, I get really tired of the voice constantly asking, "Are you ready for ball change?" I don't even know what the [expletive] that means! The other voice samples are equally cheesy, like the woman who observes "that's a huge beast" in the dinosaur table (du-uh!) Each table is fully customizable and supports up to four players. High scores are saved and it's always satisfying to beat the top score. Dream Pinball has the feel of a low-budget effort, but there's plenty of replay value here. Pinball junkies might even want to bump up the grade by a letter. © Copyright 2009 The Video Game Critic.
1 to 4 players 

Endless Ocean
Grade: D
Publisher: Nintendo (2008)
Reviewed: 2008/8/5
Rating: Everyone

I think I just discovered the perfect game for old people! Endless Ocean is slow and plodding, with no elements of challenge or danger. As a bonus, the game features a lot of tranquil songs that would make Celine Dion proud. I can understand why Nintendo would want to offer a gentle, educational title for the Wii, but did they really have to make it so boring? As a fan of undersea documentaries, I was totally psyched up for some deep-sea exploration, but Endless Ocean feels entirely too scripted. You play a diver on a boat in the South Pacific, accompanied by a very unattractive woman scientist. I find it a little ironic how this woman yammers away about "loving the outdoors" and "never wanting to work in an office", yet the first thing she tells you to do is go into the cabin to check your email! Email?! I bought this game to experience the magic of the sea, not to weed through newsletters and spam! Ugh! And that's not the only contradiction in this game. The title would seem to imply boundless exploration possibilities, yet the dive areas are quite constrained and your activities seem regimented. Expect to see this message a lot: "You're leaving the target dive area. You must go back". The underwater graphics are semi-realistic, but not impressive. Instead of expansive true-to-life environments, you get a lot of artificial gorges that lead you by the nose to your next objective. Educational details are provided about fish you discover, but only if you feed them or fondle them repeatedly. Beautiful, serene music plays throughout the game, making it feel surreal at times. Staying awake can be a problem though. Occasionally you'll encounter something interesting like a whale or hammerhead shark, but when I tried to harass the shark, he completely ignored me! Where's the realism!? I just wanted to be eaten alive - is that asking too much?! Since you can't be devoured by sharks, Endless Ocean is a colossal waste of time. Did I learn anything? Only that the ocean is very small, and sharks are not dangerous. © Copyright 2008 The Video Game Critic.
1 player 

Excite Truck
Grade: A-
Publisher: Nintendo (2006)
Reviewed: 2007/5/12
Rating: Everyone

It would be difficult to find a more entertaining off-road racer than Excite Truck. Motor Storm (Playstation 3, 2007) comes to mind, but while that game looks substantially better than Excite Truck, when it comes to fun, there is no comparison. Easy to play and visually over-the-top, Excite Truck races are blindingly fast with a half-way-out-of-control flavor that's quite thrilling. There are plenty of natural ramps, and the degree of "air" you can catch is unprecedented. One remarkable feature is the ability of certain icons to reshape the geography, morphing low roads into rivers, and hills into mountains. It looks absolutely stunning, especially the first time you witness it. Steering is performed by tilting the controller, which feels surprisingly natural once you get the hang of it. The directional pad is used to activate your turbo boost, and using too much at a time will overheat your engine. You'll want to use your turbo sparingly, except when in water, where your car can't overheat! You also earn stars in each race by executing power slides, catching big air, flying through rings, and other stunts. Excite Truck's graphics are modest - even pixelated at times - but the smooth frame rate and the impressive distance you can see ahead (especially when high in the air) makes the lack of detail practically irrelevant. Unlike Motor Storm, the load times are brief and the races are reasonably short. The single player mode rewards you with a steady stream of unlockables, and the split-screen is fantastic, even without the option of CPU opponents. In terms of audio, I opted to turn down the frenetic guitar music, but it certainly fits with the spirit of the game. Living up to its name, Excite Truck is easy to pick up but hard to put down. For new Wii owners this is pretty much a "must have". © Copyright 2007 The Video Game Critic.
1 or 2 players 

Excitebots: Trick Racing
Grade: A-
Publisher: Nintendo (2009)
Reviewed: 2009/5/19
Rating: Everyone

The Wii is the strange animal. Many Wii games struggle to incorporate motion control, but when done right, the result can be incredibly fun. Excitebots fits the Wii like a glove. How long has it been since a Wii game made my arm sore? Too long! Exitebots is really a sequel to Excite Truck (Nintendo, 2006), and to be frank, the code is probably 80% the same. In this fast and furious racer you view the action from behind your robot which is shaped like an animal (or bug) with wheels on its feet. They look pretty awesome and have a "Transformers" (the movie) quality about them. There's a frog, a ladybug, a grasshopper, a praying mantis, and a bat just to name a few. As you careen through off-road courses, you'll fly off ramps, perform mid-air tricks, and make heavy use of turbo. The basic formula has Excite Truck written all over it, but Excitebots ups the ante with crazy gimmicks and goofy weapons. There are bars you latch onto that spin you around before launching you into the air. There are rails you can grind. There are bowling pins in the road and soccer balls to knock into goals. One power-up lets your robot scamper on two legs, and this looks hilarious but can be hard to control (mine would always veer to one side). In a lesser game these gimmicks would get in the way, but in Excitebots they compliment the action perfectly. Motion controls are seamlessly incorporated into the steering, bar swings, and crash recoveries, forcing you to become physically involved. Collecting stars is a lot of fun, although they are awarded far too liberally. Hell, you even get one for crashing. The motion sensitivity can be a little erratic (par for the course), giving the controls a decidedly "loose" feel. I really wish the tracks didn't revisit the same locations as Excite Truck including Fuji, Canada, Scotland, and Mexico. At least the techno soundtrack is less grating than Excite Truck's guitar riffs. The theme song is outstanding, but some of the more quirky tunes can get annoying. The graphics are bright and inviting, and the game has an addictive, pick-up-and-play quality. Sometimes it takes a game like Exitebots to remind you that video games are supposed to be fun. © Copyright 2009 The Video Game Critic.
1 or 2 players 

Fantastic 4: Rise of the Silver Surfer
Grade: F
Publisher: Take-Two Interactive (2007)
Reviewed: 2007/7/22
Rating: Teen (fantasy violence)

My experience playing Fantastic 4 with a group of friends was one I'll not soon forget. It captured such a wide range of human emotion, including excitement, apprehension, disenchantment, denial, frustration, anger, disgust, dejection, misery, and finally euphoria (when I took the damn thing out). The graphics look rough compared to the PS3 and Xbox 360 versions, but since the Wii is all about gameplay, who cares about the graphics, right? Fantastic 4's brief tutorial explains how to add "oomph" to your attacks by swinging the controllers downward, executing drum-rolls, or crossing them over. I like how the game doesn't depend on the motion controls, but they still play a key role. Once thrust into the generic cave environments of the first stage, my friends and I proceeded to beat the living crap out of gangs of purple aliens and generic machines lining each wall. There's a lot of action on the screen, but it's hard to tell what's going on amid the button-pounding chaos, and the frame rate is terribly erratic. The endless rooms and corridors all look the same, and the missions are as repetitive as they are mindless ("destroy four more reactors"). Fast forward about 45 minutes, and guess what we're doing? That's right, we're still busting up the same machines and beating the crap out of regenerating purple goons. At one point even the Invisible Woman in the game bellyaches about having to destroy yet another reactor! I kept assuring my friends that the boss was "right around the next corner", but that was just wishful thinking. The stage just kept going, inflicting upon us a degree of monotony we had not known. When my friend Scott advised "Dave, your energy is almost gone", my subdued response was "I don't care if I live or die." Fantastic 4 is bad on so many levels. At certain points it's necessary for the Invisible Woman to use an energy ball to destroy a target that's barely even visible on the far edge of the screen! As you accumulate new motion-controlled attacks, there's no way you can remember them all. You're forced to sit through some painfully cheesy dialogue. Does Fantastic 4 have anything going for it? "I like the loading screen," chimed in my friend Scott. "Only because it means we're not playing the game!" Jonathan countered. Before leaving my house, Scott actually offered to send this game back to the publisher for me (overnight express no less) just to ensure he would never be asked to play it again. © Copyright 2007 The Video Game Critic.
1 to 4 players 

Fishing Master World Tour
Grade: C
Publisher: Hudson (2009)
Reviewed: 2009/9/1
Rating: Everyone

Since Sega Bass Fishing made a splash on the Dreamcast in 1999, every fishing game has been pretty much the same. You select a bait, wave your arm to cast, and fight fish by swinging the controller when prompted. Fishing Master is no different, except the difficulty is extremely low. Sporting bright graphics and arcade-style gameplay, it's ideal for gamers with short attention spans. The big, juicy fish are clearly visible in the water, often splashing around on the surface. The game prompts you to "pull up!" when you hook a fish, and then guides you through every step of the fight, including "stop reeling!" Skilled gamers are likely to get annoyed with the excessive handholding. In my mind, part of the challenge of fishing lies in figuring out what techniques work best for each situation. Fishing Master's opening stages feel like prolonged tutorials as you bag dumb fish and perform mini "missions" for the captain. New locations, fish, and lures gradually become available, but it takes a while before things get interesting. Hints arrive via email, and while I would usually dock a game for even having an email feature, the messages tend to be short and sweet. In addition to a wide variety of fish, you'll also catch garbage like cans and tires. Your lure selection also includes a few oddball items like a cucumber, magnet, and catcher's mitt! Fishing Master does not save your progress automatically, and you'll really need to hunt for the save game option (hint: look under "records"). Despite its flaws, Fishing Master has its charms. The upbeat music has an old-school vibe, and the bright, crisp graphics are inviting. There are locations from all around the world, and even Detroit looks good! Fishing Master is moderately fun and best played in small doses. For those looking for an action-oriented fishing experience, this is the way to go. © Copyright 2009 The Video Game Critic.
1 player 


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